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3D Objects
Other object information
used to mount the person representing the passport inspection officer to a chair object. The officer and the chair objects are both placed in the model through the use of 3D Scenery blocks (Animation 2D-3D library). The 3D Scenery blocks output the value of the _3D objectID prop- erty of their respective items to the input connectors on the Equation block. Since the value of the _3D objectID property references the object, this information can be used to mount the passport officer onto the chair.
Other object information
As mentioned earlier, objects have too many properties to fully discuss in this documentation. Some additional information is summarized below.
The collidable property defines whether an object that represents an item will respect the phys- ical boundaries of other objects or if it will be allowed to pass through the other objects. If an object’s collidable property is set to True, the object will stop before moving into the physical space of other objects in the E3D window. If collidable is set to False, the object will be allowed to move through other objects in the E3D window.
By default, the collidable property of item objects is set to true in the Item Ani-
mation tab of the Create block (Item library). The Block Animation tab in other
Item library blocks has a checkbox for selecting whether the block object is collidable. The collidable property can also be accessed from the WEI.
Gravity, friction, and momentum
Gravity is implemented in ExtendSim for certain types of objects and not for others. People and vehicles (for instance, the Shapes > Vehicles and Shapes > Person objects of the WEC) will respect gravity. If created at a height, or made to travel to a Z location higher then 100, these objects will drop back down to the ground. Other objects, such as the ExtendItem, Blocks, and Scenery objects in the Shapes category of the WEC, will not be effected by grav- ity. Instead, they will be able to travel along at a fixed height, or even travel to a different height, by simply setting a Z location higher then 100. In the Boids example, located at \Exam- ples\3D Animation, Boid objects fly through the air by just setting 3D destination locations.
To maintain the constant speeds associated with making travel times match simulation times, the concepts of friction and momentum are not implemented in the objects that travel from location to location in ExtendSim.
The E3D window supports objects playing sounds. Sounds can either be associ- ated with objects in the E3D window or they can be played by ModL function calls.
Use the Edit > Options > 3D tab to globally disable and/or enable sounds in the E3D window; they are disabled by default. If the object has ambient sound, and if Enable animation of 3D object has been selected in the block’s Block Animation tab (it is enabled by default), the sound will be played when the simulation is run.
The machine object is an example of an ambient sound. To see this, open any model that has an Activity block represented in the E3D window by the machine object, such as the Production Line Final model located at \Examples\Tutorials\E3D Animation\Production Line. Select Sounds in the Edit > Options > 3D tab and run the simulation. While the machine is running, you will hear an active machine sound.

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